rednailz wrote: Doom blue could feed xforce black
san-mpq wrote: TL;DR: The real problem is that the number of characters = more powers = more combos. No matter what, someone will find and OP combo every time.
san-mpq wrote: Hear me out... The problem that MPQ has, does not stem from individual character powers. It doesn't stem from the overpowered nature of some of those powers either. In fact, it doesn't stem from much except creativity? What? Yes, creativity got MPQ in trouble here. How? Well, let me tell you. Did Infiturn MNMags/Mystique exist before Mystique? NOPE Did XF keep getting fed black before Iron Fist? NOPE Did we have AP steal-a-rama before Hood and (new power) Loki were put on the same team? A BIT, BUT NOT AS MUCH What about charged tiles? When did they become a problem? 4*THOR INTRODUCED THESE... Hmm, I'm seeing a pattern here. New characters = new/improved powers = new combos. The problem is, they wanted to get creative with powers, so they had to introduce something. This maxes the game more complex, and therefore harder to control. It's like a chemistry experiment where you just keep adding new chemicals haphazardly. The more you have, the more volatile the solution becomes. Here's a revelation. So long as they keep pumping out new characters, people will create more OP combos. It really doesn't matter what the powers are, eventually the sheer amount of different powers will mean that one combo or another is OP. NO MATTER WHAT YOU DO. What I think is that MPQ is shooting itself in the foot by continuing to pump out such a large amount of characters that they really CANNOT test all the potential overpowered combinations that people will ultimately find. I am sure people are already looking for the next HoodThorXF, and rest assured, it WILL be found. This is the real problem. Nerfs and buffs are reactive changes that will never fix this sort of a problem. It is within the game already.TL;DR: The real problem is that the number of characters = more powers = more combos. No matter what, someone will find and OP combo every time.
FaustianDeal wrote: Having combos that are hard counters for other dominant strategies in the meta? Wouldn't that be better?
racanrpa wrote: I totally agree with the OP, but i don t think it s because of lack of creativity but they fail to see the bigger picture
Dauthi wrote: san-mpq wrote: TL;DR: The real problem is that the number of characters = more powers = more combos. No matter what, someone will find and OP combo every time. Snowcatt mentioned Magic: The Gathering, and it's true. As they pump out more cards OP combos appear. That is why themselves and most other CCGs cycle through card sets for tournaments. This means the pool of cards is limited to those released within a 3-6 month range, which is easy to have oversight on. MPQ doesn't have this luxury, and it will get worse over time. It seems they are dedicated to finding the combos and disabling them however, which is good.
metallion wrote: racanrpa wrote: I totally agree with the OP, but i don t think it s because of lack of creativity but they fail to see the bigger picture Actually what I think the OP meant was not that the devs were lacking creativity, but rather that they were trying to be too creative, which led to all these problems And I agree, and also agree with the fact that this problem can't be fixed, or will be hard to fix. You want to keep your customers, you got to come up with new powers and new features, so that existing customers won't get bored. But with new features comes new ways to exploit them. The trouble is ensuring how to minimise the effects of these exploits to prevent them from becoming OP. This is where they really need a proper testing team to discover what kind of exploits will potentially be discovered by top-end players, like others have already stated. Right now the real problem they are facing is understand how to effectively buff or nerf characters. I admit XF was OP, but not because of his green. If HT is dealing 3.4k damage for 8AP i don't see how dealing 3.5k plus tile and cascade damage for 8AP is OP for a 4* . If anything the real problem lied with his black. As if destroying all tiles of one colour isn't enough, draining all AP of that colour at lvl4, and generating AP at lvl5 was OP, because it sped up the game way too much for the player, and made it much much tougher for the enemy to get going. The nerf generally accepted in my alliance is to just remove his AP generating and draining effects of black, and to keep the green damage, so as to keep it more in line with how a 4* should look like damage wise But right now it looks like the devs are just clueless as to what a 4* should be like. If they are going to be much harder to obtain, much harder to max out, and much more expensive to buy, the power level should scale up accordingly, but right now it just seems like they are intending 4*s to just be trophies to be displayed in a cabinet. Because seriously, if that is going to be the general power level of 4*s, no one is going to spend the extra money and ISO to max out a character that is comparable or even worse than a 3* which costs much less. They seriously need to reevaluate their opinion on what a 4* character should be like, there's no point fighting for 1st place or going after the 1000 point progression in PVP otherwise, because it's not worth the effort. At the end it's just reduced game time for most people, because they just don't care anymore